They are fast! grants all opponents that you can fight a speed bonus between +20% and +30% (mighty Rhino is even at +50% - he earned that bonus truely for I have tortured him a lot as my AI lab rat in the last weeks).

This increases their movement speed as well as their attack speed. A 25% bonus on average sounds small, but its effects are quite tremendous. They will encircle you much faster now, kiting is a lot more difficult and their attack combinations are lightning fast. You will want to increase your endurance pool now, for you are gonna need those sprints as normal running often won't give you enough tactical advantage anymore. Also retreating when wounded is more diffcult now - watch them jumping at you with deadly speed while you want to save your backside .

I excluded guards and tutorial creatures from the speed increases, because guards would have been too fast movers within citylife (which disturbs immersion imho) and the tutorial itself should not become a hassle to do, especially as it teaches the basics to everybody.

This will make combats require your full attention - not for the faint of heart .

I use this mod inter alia in combination with They fight back!V3 (not TwoWorlds.par based) and Very Hard Difficulty Level Mod (which is also based on TwoWorlds.par, so you have to merge, see below), but it can also be used independendly from those mods. You can also merge it with one of these or other compilations: http://www.insidetwoworlds.com/showthread.php?t=32620

Installation: Please note that this mod changes TwoWorlds.par. If you want to use it in combination with any other mod that changes TwoWorlds.par, you have to merge the mods with HeliX666 great modding programms (TW2ParamReader and TW2WDTool) from this forum. How the unpacking, merging and repackaging is done has been explained by Toccatta in detail here:http://www.insidetwoworlds.com/showthread.php?t=32595

After those steps simply place the (newly recompiled) WD file this mod is now part of in "Your-TW2-installation-folder"/WDFiles. If no merging was necceassry, simply place the attached file in that folder and you're done.

The mod can be used with an existing savegame. To see its effects you have to leave the current cell you are in (e.g. via teleport), forcing an ingame load and therewith the application of the mod.

This mod is compatible with patch 1.2.

Use of mods in Multiplayer is not allowed, regardless of the mod's content, and might result in a ban. It's possible that this strict rule changes in the future, but as of now, please refrain from using any mods in Multiplayer.

Modders' stuff: This mod is as simple as they come. I just modified column 11 in the NPC field in TwoWorlds.par, which is the speed setting (in vanilla everything is 100%). The only tricky parts were discovering that speed setting in the first place and then finding adjusted, fitting speed values for each the NPC/creatures.